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	<title>Kobold Press &#187; monsters</title>
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	<description>Monsters and Magic for D&#38;D Gamers</description>
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		<title>Monsters of Sin Now Available</title>
		<link>http://www.koboldpress.com/k/front-page15905.php</link>
		<comments>http://www.koboldpress.com/k/front-page15905.php#comments</comments>
		<pubDate>Thu, 23 May 2013 13:15:04 +0000</pubDate>
		<dc:creator>Kobold Press</dc:creator>
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		<category><![CDATA[monsters]]></category>
		<category><![CDATA[Monsters of Sin]]></category>
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		<guid isPermaLink="false">http://www.koboldpress.com/k/?p=15905</guid>
		<description><![CDATA[Avarice, gluttony, and wrath. The seven sins dangerous enough to be called deadly are now collected under one set of covers, with all errata and some expanded text to make these Sin Monsters as complete and dangerous as they can be. The Monsters of Sin Collection includes 21 new monsters thematically tied to one of&#8230; <p><a href="http://www.koboldpress.com/k/front-page15905.php">Continue reading &#187;</a></p>]]></description>
				<content:encoded><![CDATA[<p><a href="http://www.koboldpress.com/kqstore/index.php?main_page=product_info&amp;cPath=3&amp;products_id=207"><img src="http://www.koboldpress.com/k/wp-content/uploads/2013/05/MOSC_Cover-233x300.png" alt="MOSC_Cover" width="233" height="300" align="right" hspace="20" vspace="20" /></a>Avarice, gluttony, and wrath. The seven sins dangerous enough to be called deadly are now collected under one set of covers, with all errata and some expanded text to make these Sin Monsters as complete and dangerous as they can be.<br />
The <a href="http://www.koboldpress.com/kqstore/index.php?main_page=product_info&#038;cPath=3&#038;products_id=207">Monsters of Sin Collection</a> includes</p>
<ul>
<li>21 new monsters thematically tied to one of the seven deadly sins,</li>
<li>7 templates to bring that sin out in monsters and NPCs,</li>
<li>complete notes on using sin in any fantasy world,</li>
<li>7 Embodiments of Sin to challenge the greatest heroes!</li>
</ul>
<p>The <strong>Monsters of Sin Collection</strong> is suitable for multiple levels of play and can be used in any existing setting and campaign, or it can be combined to create a campaign of Sin. Go beyond ordinary monsters, and challenge your champions with threats to mind, body, and spirit!<br />
<a href="http://www.koboldpress.com/kqstore/index.php?main_page=product_info&#038;cPath=3&#038;products_id=207">Available now from Kobold Press!</a></p>
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		<title>Midgard Bestiary for 4th edition D&amp;D Now Available</title>
		<link>http://www.koboldpress.com/k/front-page13840.php</link>
		<comments>http://www.koboldpress.com/k/front-page13840.php#comments</comments>
		<pubDate>Mon, 01 Oct 2012 15:54:48 +0000</pubDate>
		<dc:creator>Kobold Press</dc:creator>
				<category><![CDATA[Announcements]]></category>
		<category><![CDATA[Articles]]></category>
		<category><![CDATA[Front Page]]></category>
		<category><![CDATA[Monsters]]></category>
		<category><![CDATA[4e D&D]]></category>
		<category><![CDATA[Midgard]]></category>
		<category><![CDATA[monster]]></category>
		<category><![CDATA[monsters]]></category>

		<guid isPermaLink="false">http://www.koboldquarterly.com/k/?p=13840</guid>
		<description><![CDATA[In the passage ahead you see a golem made of eyes, holding a screaming psychic derro fetus in a cage. Roll for initiative! As we draw near to the big release of the Midgard Campaign Setting worldbook, we’ve hit the bestiary trifecta: our latest product brings the wonder and terror (mostly terror) of Midgard to 4th&#8230; <p><a href="http://www.koboldpress.com/k/front-page13840.php">Continue reading &#187;</a></p>]]></description>
				<content:encoded><![CDATA[<p><em><a href="http://www.koboldquarterly.com/kqstore/index.php?main_page=product_info&amp;cPath=3&amp;products_id=191"><img class="alignright size-medium wp-image-13860" style="margin: 5px;" title="Midgard Bestiary 4th Edition D&amp;D" src="http://www.koboldquarterly.com/k/wp-content/uploads/2012/09/MIB_4e-223x300.jpg" alt="Midgard Bestiary 4th Edition D&amp;D" width="223" height="300" /></a>In the passage ahead you see a golem made of eyes, holding a screaming psychic derro fetus in a cage. Roll for initiative!</em></p>
<p>As we draw near to the big release of the <strong><a href="http://koboldquarterly.com/k/midgard">Midgard Campaign Setting</a></strong> worldbook, we’ve hit the bestiary trifecta: our latest product brings the wonder and terror (mostly terror) of Midgard to 4th Edition D&amp;D. <strong><a href="http://www.koboldquarterly.com/kqstore/index.php?main_page=product_info&amp;cPath=3&amp;products_id=191">Midgard Bestiary: 4th Edition Dungeons &amp; Dragons Edition</a> </strong>by Richard Green and Brian Liberge is out today!</p>
<p>The book features over 150 monsters to challenge player characters in your game, whether set in Midgard or your home campaign world. Each entry includes useful background information to help you use the creatures and give you a glimpse into the rich and storied world of Midgard – and it’s introduced by 4e lead designer Rob Heinsoo, whose essay offers a system for Dungeon Masters to turn monster content into something players can use while creating characters. The creatures included cover all levels from 1 through 33, allowing you to use this Bestiary throughout your entire campaign.</p>
<p><span id="more-13840"></span><br />
Nearly all the creatures from the <strong><a href="http://www.koboldquarterly.com/kqstore/index.php?main_page=product_info&amp;products_id=134">AGE Bestiary</a></strong> appear in the book, as well as 100 others carefully selected from throughout Open Design’s history. You’ll find older monsters like the owl harpy from Six Arabian Nights and the blood hag from Blood of the Gorgon rubbing shoulders with more recent creatures such as the sand giant from Lost City and the putrid haunt, as well as brand new creatures written by Midgard patrons. And no Midgard Bestiary would be complete without plenty of kobolds, ghouls, clockwork creatures, and shadow fey!</p>
<p>Monsters from 3.5, Pathfinder, and AGE have been converted to 4th Edition, and in many cases, the authors have provided additional variants to help DMs build exciting encounters featuring groups of the same creature type. Creatures from earlier 4th Edition products—such as Wrath of the River King and the Imperial Gazetteer—have been updated: damage levels, defenses, and stat block formats have all been reviewed and revised where necessary, with particular emphasis on solos and elites.</p>
<p>Pick up <strong><a href="http://www.koboldquarterly.com/kqstore/index.php?main_page=product_info&amp;cPath=3&amp;products_id=191">Midgard Bestiary: 4th Edition Dungeons &amp; Dragons Edition</a></strong> at the Kobold Store. As a sneak preview, here is one of the weirdest, most horrifying monsters you&#8217;re likely to encounter in the lightless tunnels beneath Midgard&#8217;s surface:</p>
<p><strong>DERRO FETAL SAVANT</strong></p>
<p><em>This creature appears to be a blue-skinned infant no older than a year. Its limbs flail, its head lolls with an obvious lack of coordination, and it screams incessantly. </em></p>
<p>The derro are a malevolent race of dwarf-like creatures forced deep underground centuries ago. They found a dark home—and equally dark gods to worship in the subterranean realms beneath the Ironcrags. Here they nursed their hatreds and perfected the use of magics only whispered of in the sunlight.</p>
<p><strong>Spreading Insanity</strong></p>
<p>Of the madness that resonates so strongly in derro society, perhaps nothing is so twisted as fetal savants. These tiny, premature infants are born insane and destined to lead their people further into madness. Only the most rare of derro are born with the rapidly fading ability to exchange souls with other creatures, and when discovered, the babbling infants are treated with bizarre and grotesque reverence. Placed in small, intricately wrought, pillowed cages and borne aloft on hooked golden staves, the wild- eyed newborns are carried standard-like behind battle lines to sow madness and confusion among enemy ranks.</p>
<p><strong>Crazed Possessors</strong></p>
<p>Fetal savants use their <em>despairing prison of flesh</em> ability to randomly seize control of an appropriate victim among combatants. While possessing a host body, the savant attacks opponents wildly, relishing￼￼ the physical power. Helpless without aid, a fetal savant greedily attempts to remain in a host body as long as possible. Its fate is otherwise in the hands of its bearer.</p>
<p><strong>Derro Fetal Savant</strong><br />
<strong>Tiny natural humanoid</strong><br />
<strong>￼￼Level 10 Controller</strong><br />
<strong>XP 500</strong></p>
<p><strong>HP</strong> 94; <strong>Bloodied</strong> 47<br />
<strong>AC</strong> 22, <strong>Fortitude</strong> 20, <strong>Reflex</strong> 23, <strong>Will</strong> 25<br />
<strong>Speed</strong> 1, a derro fetal savant cannot shift<br />
<strong>Resist</strong> 15 poison, 5 psychic; <strong>Immune</strong> domination<br />
<strong>Initiative</strong> +5<br />
<strong>Perception</strong> +14<br />
Darkvision ￼</p>
<p><strong>Standard Actions</strong></p>
<p><strong>Wail from the Utter Black </strong>(psychic)<strong> * At-Will</strong><br />
Attack: Close burst 6 (creatures in the burst); +12 vs. Will<br />
Hit: 2d8 + 5 psychic damage, and target is dazed (save ends).</p>
<p><strong>Despairing Prison of Flesh</strong> (psychic, reliable) <strong>* Recharge when first bloodied</strong><br />
Attack: Ranged 7 (one creature); +14 vs. Will<br />
Hit: 4d10 + 5 psychic damage, and target is dazed (save ends). Targets already dazed are instead dominated (save ends).<br />
First Failed Save: If not already dominated, target is dominated (save ends).</p>
<p><strong>Move Actions</strong></p>
<p><strong>Precious Cargo * At-Will</strong><br />
Another creature may carry a fetal savant in a specially prepared cage. Doing so requires the fetal savant’s move action, but allows it to move when that creature moves. Carrying the cage reduces the bearer’s speed by 3 squares.</p>
<p><strong>Minor Actions</strong></p>
<p><strong>Brainbleeder Rebuke</strong> (psychic) <strong>* At-Will</strong><br />
Attack: Melee 2 (one creature); +14 vs. Will<br />
Hit: 2d8 + 9 psychic damage.</p>
<p><strong>Skills</strong> Arcana +8, Insight +14, Perception +14, Stealth +10<br />
<strong>Str</strong> 6 (+3) <strong>Dex</strong> 10 (+5) <strong>Wis</strong> 18 (+9)<br />
<strong>Con</strong> 6 (+3) <strong>Int</strong> 6 (+3) <strong>Cha</strong> 16 (+8)<br />
<strong>Alignment</strong> chaotic evil<br />
<strong>Languages</strong> Trade, Deep Speech, Dwarven</p>
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		<title>Dark Roads &amp; Golden Hells Now Available</title>
		<link>http://www.koboldpress.com/k/front-page13152.php</link>
		<comments>http://www.koboldpress.com/k/front-page13152.php#comments</comments>
		<pubDate>Mon, 16 Jul 2012 15:41:44 +0000</pubDate>
		<dc:creator>Kobold Press</dc:creator>
				<category><![CDATA[Announcements]]></category>
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		<category><![CDATA[monster]]></category>
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		<guid isPermaLink="false">http://www.koboldquarterly.com/k/?p=13152</guid>
		<description><![CDATA[&#8220;Dark Roads &#038; Golden Hells is one hell of an achievement… or perhaps eleven of them. Every chapter offers a world of ideas, every paragraph a vision. Open this to any page, and see if it doesn&#8217;t draw you in. Open Design has created a dazzlingly worthy successor to the Planescape legacy.&#8221; &#8211; Colin McComb,&#8230; <p><a href="http://www.koboldpress.com/k/front-page13152.php">Continue reading &#187;</a></p>]]></description>
				<content:encoded><![CDATA[<p><a href="http://www.koboldquarterly.com/kqstore/index.php?main_page=product_info&#038;cPath=5&#038;products_id=177"><img src="http://www.koboldquarterly.com/k/wp-content/uploads/2012/07/Dark-Roads-Cover-229x300.jpg" alt="Dark Roads Cover" title="Dark Roads Cover" width="229" height="300" class="alignright size-medium wp-image-13157" /></a></p>
<aside>&#8220;<a href="http://www.koboldquarterly.com/kqstore/index.php?main_page=product_info&#038;cPath=5&#038;products_id=169">Dark Roads &#038; Golden Hells</a> is one hell of an achievement… or perhaps eleven of them. Every chapter offers a world of ideas, every paragraph a vision. Open this to any page, and see if it doesn&#8217;t draw you in. Open Design has created a dazzlingly worthy successor to the <strong>Planescape </strong>legacy.&#8221;</aside>
<p> &#8211; Colin McComb, <em>Planescape </em>designer</p>
<p>Open Design&#8217;s new sourcebook of planar adventure for the <em>Pathfinder</em> Roleplaying Game has been forged and polished to gleaming, smoldering perfection and is ready be unleashed on the Prime Material Plane! You can pick it up in the Kobold Store in <a href="http://www.koboldquarterly.com/kqstore/index.php?main_page=product_info&#038;cPath=5&#038;products_id=169">print+PDF</a> or <a href="http://www.koboldquarterly.com/kqstore/index.php?main_page=product_info&#038;cPath=5&#038;products_id=177">PDF only</a>.</p>
<p>Dan Voyce (<a href="http://www.koboldquarterly.com/kqstore/index.php?main_page=product_info&#038;cPath=5&#038;products_id=123">Northlands</a>) has delivered a glittering array of new planar options for GMs including: </p>
<ul>
<li>	<strong>More than 80 new planes and locations</strong> including the Loom, the Eleven Hells, and the City of Vultures Beyond</p>
<li>	<strong>3 new PC races</strong>: the Deva, the Maxim, and the Warpling
<li>	<strong>Dozens of planar PC options:</strong> 45 new feats and 41 new traits
<li>	<strong>18 new spells</strong> including Combat Geometry, Ghostlock, and Quantum Uncertainty
<li>	<strong>6 new planar monsters</strong> including the fate-eater, rust drake, and spinning hag
<li>	Infinite possibilities!
<p>To whet your appetite, here’s one of the denizens of the planes you might run into while searching for the legendary Plane of Unguarded Treasure: the fate-eater&#8230;</p>
<p><span id="more-13152"></span></p>
<h3>FATE-EATER</h3>
<p><a href="http://www.koboldquarterly.com/k/wp-content/uploads/2012/07/fate-eater.jpg"><img src="http://www.koboldquarterly.com/k/wp-content/uploads/2012/07/fate-eater-280x300.jpg" alt="Fate eater from Dark Roads &amp; Golden Hells" title="Fate eater from Dark Roads &amp; Golden Hells" width="280" height="300" align="right" /></a></p>
<aside><em>Bathed in sickly violet radiance, the translucent flesh of this giant centipede-like creature glistens as its crystalline jaws gape wide.</em></aside>
<p>These translucent, man-sized parasites resemble ghostly centipedes surrounded in erratic violet radiance. They infest scattered areas of the Loom, where they consume the very threads of fate itself. The Norns view them as vermin and sometimes will engage particularly canny planewalkers either to hunt them or to help repair the damage they have done. This can be a deadly job as the fate eaters consider the destiny of a mortal to be the tastiest of delicacies, rich in savory possibilities.</p>
<p>Fate eaters always start combat by dimensionally anchoring opponents, so they may then feed on the victim’s destiny. Consuming the threads of the Loom for so many millennia has made them hard to catch unaware. Information can be traded from them, but one must have something rich in destiny to trade or become the meal oneself. Some say they are an intrusion from beyond our reality while others avow that they have existed, like the Loom, since before time itself began. Others say that eating the flesh of a fate eater can allow one insights into the fate of another, or even the ability to partake in that fate. </p>
<p>The Norns frown on such wild tales.</p>
<p><b>FATE EATERS, CR 9</b><br />
<strong>XP 6,400 N Medium outsider (extraplanar)</strong><br />
 <strong>Init </strong>+5; <strong>Senses </strong>lifesense 60 ft.; Perception +16</p>
<p>DEFENSE<br />
<strong>AC </strong>21, touch 16, flat-footed 20 (+ 1 Dex, +5 deflection, +5 natural)<br />
<strong>hp </strong>90 (12d10+24) Fort + 8, Ref + 5, Will + 10 <strong>Immune </strong>charm, sleep</p>
<p>OFFENSE<br />
<strong>Speed </strong>30 ft., climb 40 ft.<br />
 <strong>Melee </strong>spectral bite +9 (4d6/19–20 plus special)<br />
<strong>Special Attacks  </strong>Spell-Like Abilities (CL 10th; concentration +13)<br />
Constant—<em>true seein</em>g  At Will—<em>quickened dimensional anchor</em></p>
<p>STATISTICS<br />
<strong>Str </strong>10, <strong>Dex </strong>12, <strong>Con </strong>14, <strong>Int </strong>18, <strong>Wis </strong>16, <strong>Cha </strong>9<br />
<strong> Base Atk</strong> +9 ; <strong>CMB </strong>+9; <strong>CMD </strong>20 <br />
<strong>Feats</strong> Alertness, Improved Critical (bite), Improved Initiative, Iron Will, Quicken Spell-Like Ability (<em>dimensional anchor</em>), Weapon Focus (bite)<br />
 <strong>Skills </strong>Bluff +16, Diplomacy +12, Knowledge (arcana) + 20, Knowledge (history) +20, Knowledge (planes) +30, Knowledge (religion) +20, Perception +16, Sense Motive +20, Stealth +14<br />
<strong>Languages </strong>telepathy 100 ft.<br />
<strong>SQ </strong>sound mimicry (voices)</p>
<p>ECOLOGY<br />
<strong>Environment </strong>the Loom<br />
<strong>Organization </strong>solitary<br />
<strong>Treasure</strong> none</p>
<p>SPECIAL ABILITIES<br />
<strong>Spectral Bite</strong> (Su) When a fate eater scores a critical hit against a target, it damages not only the creature but also the threads of its fate. Each successful critical changes the character’s past or future (Will save DC 20). Roll 1d6 on the chart below for each critical hit:<br />
1.	<strong>Seeing the Alternates</strong>—Gains the confused condition for 1d4 rounds.<br />
2.	<strong>Shifting Memories</strong>—Loses 2 ranks from a single random skill, and gains 2 ranks in a random untrained skill.<br />
3.	<strong>Untied from the Loom</strong>—Character’s speed is randomized for 1d4 rounds.<br />
4.	<strong>Not So Fast</strong>—Unable to use one random feat.<br />
5.	<strong>Lost Potential</strong>—Suffers 1 ability damage (random ability).<br />
6.	<strong>Took the Lesser Path</strong>—Gains 1 negative level.</p>
<p>Another Will save may be made every 24 hours to dispel these effects. Each day the DC increases by 1 as the character becomes more entrenched in this new destiny.<br />
<strong>GM Option: </strong>If the initial save is made by 5 or more, the target can attempt to direct the change: replacing age, race, alignment, skill ranks, or feats with other legal choices. For instance, some GMs might allow an avoided drained level to be replaced with a level in a completely different class.</p>
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		<title>Monster Monday: Antisoul</title>
		<link>http://www.koboldpress.com/k/front-page11010.php</link>
		<comments>http://www.koboldpress.com/k/front-page11010.php#comments</comments>
		<pubDate>Mon, 31 Oct 2011 17:00:25 +0000</pubDate>
		<dc:creator>Miranda</dc:creator>
				<category><![CDATA[Articles]]></category>
		<category><![CDATA[Front Page]]></category>
		<category><![CDATA[Monsters]]></category>
		<category><![CDATA[monsters]]></category>
		<category><![CDATA[pathfinder]]></category>
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		<guid isPermaLink="false">http://www.koboldquarterly.com/k/?p=11010</guid>
		<description><![CDATA[The malevolent entity soared above the dead body while black tendrils played across the corpse, arcing like ebon lightning every few seconds. And now a cacophonous scream erupts from the vile form as it surges forward &#8212; toward you! Antisouls, so named by a young priest who was the only surviving member of a group&#8230; <p><a href="http://www.koboldpress.com/k/front-page11010.php">Continue reading &#187;</a></p>]]></description>
				<content:encoded><![CDATA[<p><em><a href="http://www.koboldquarterly.com/k/wp-content/uploads/2011/10/antisoul.jpg"><img class="alignright size-medium wp-image-11012" style="margin: 5px;" title="Wait? Didn't someone say the Cap'n was dead? Wha--?" src="http://www.koboldquarterly.com/k/wp-content/uploads/2011/10/antisoul-162x300.jpg" alt="Originally published in Sharp, William (July 1902). &quot;Cap'n Goldsack&quot;. Harper's Magazine" width="162" height="300" align="right" /></a>The malevolent entity soared above the dead body while black tendrils played across the corpse, arcing like ebon lightning every few seconds.</em></p>
<p><em>And now a cacophonous scream erupts from the vile form as it surges forward &#8212; toward you!</em></p>
<p>Antisouls, so named by a young priest who was the only surviving member of a group of travelers that fell to one such creature, are entities of pure negative energy that normally exist only on the plane of negative energy. Sometimes, however, a conflux of events can open a gateway and tempt these creatures to visit other planes of existence. One such conflux occurs when powerful divine magic attempts to restore life to a dead creature, and the person refuses to grasp at this new chance at life. This rejection echoes across the planes of existence, providing an opportunity for an &#8220;antisoul&#8221; to notice it, then follow it back to the pathway created by the spell. After it comes through to where the corpse of the intended recipient of the divine magic rests, it seeks to cause as much destruction as possible. Read more about this creature &#8212; maybe it&#8217;ll show up on your character&#8217;s doorstep this evening and ask for more than a treat!<span id="more-11010"></span></p>
<h3><strong>Antisoul                       CR 13</strong></h3>
<p>25,600 XP<br />
CE Medium outsider (extraplanar)<br />
<strong>Init</strong> +9; <strong>Senses</strong> darkvision 60 ft., lifesense; Perception +22</p>
<p>DEFENSE<br />
<strong>AC</strong> 26, touch 16, flat-footed 20 (+5 Dex, +1 Dodge, +10 natural)<br />
<strong>hp</strong> 16d10+96 (184 hp)<br />
<strong>Fort</strong> +12, <strong>Ref</strong> +17, <strong>Will</strong> +17<br />
<strong>Defensive Abilities </strong>watery goo;<strong> Immune</strong> bleed, death effects, disease, poison, sleep effects, and stunning; extraplanar traits; <strong>SR</strong> 24<br />
<strong>Weaknesses</strong> vulnerability to positive energy</p>
<p>OFFENSE<br />
<strong>Spd</strong> 30 ft.; fly 60 ft. (perfect)<br />
<strong>Melee</strong> slam +20 (1d6+6/x2 plus entropic burn)<br />
<strong>Spell-Like Abilities</strong> (CL 16th)<br />
Constant &#8212; <em>deathwatch</em><br />
At-Will &#8212; <em>inflict light wounds, mass</em> (DC 20)<br />
3/day &#8212; <em>inflict critical wounds, mass</em> (DC 23)<br />
1/day &#8212; <em>disintegrate</em> (DC 21), <em>harm</em> (DC 21), <em>waves of exhaustion</em></p>
<p>STATISTICS<br />
<strong>Str</strong> 18, <strong>Dex</strong> 20, <strong>Con</strong> 20, <strong>Int</strong> 13, <strong>Wis</strong> 17, <strong>Cha</strong> 20<br />
<strong>Base Atk</strong> +16; <strong>CMB</strong> +20; <strong>CMD</strong> +35<br />
<strong>Feats</strong> Dodge, Empower Spell-Like Ability (inflict light wounds), Flyby Attack, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Toughness<br />
<strong>Skills</strong> Acrobatics +24, Escape Artist +24, Fly +32, Intimidate +24, Knowledge (planes) +20, Perception +22, Sense Motive +22<br />
<strong>SQ</strong> death amplification (DC 23), entropic burn, negative energy aura</p>
<p>ECOLOGY<br />
<strong>Environment </strong>any (negative energy plane)<br />
<strong>Organization</strong> solitary<br />
<strong>Treasure</strong> none</p>
<p>SPECIAL ABILITIES<br />
<strong>Death Amplification (Su)</strong> Antisouls can amplify the death of a living being. If a creature dies within 30 ft. of an antisoul, it can cause a negative energy explosion with a radius of 10 feet that is centered on one of the dead creature’s squares. This explosion does 1d6 damage per HD of the creature that died to a maximum of 15d6 (Reflex DC 23 for half). An antisoul may use this ability only once per round.</p>
<p><strong>Entropic Burn (Su) </strong>Creatures hit by an antisoul’s slam attack take an additional 1d6 negative energy damage. Any creature that hits an antisoul with a natural weapon or unarmed attack takes 1d6 negative energy.</p>
<p><strong>Lifesense (Su)</strong> An antisoul notices and locates living creatures within 60 feet, just as if it possessed the blindsight ability.</p>
<p><strong>Negative Energy Aura (Su)</strong> An antisoul is surrounded by an aura of negative energy. Creatures within 5 ft. of it take 1d6 negative energy damage at the beginning of the antisoul’s turn.</p>
<p><strong>Vulnerability to Positive Energy (Ex)</strong> An antisoul can be harmed by positive energy effects that would harm an undead creature. In addition, an antisoul takes half again as much damage (+50%) from such effects.</p>
<h3>Typical Characteristics</h3>
<p>When manifested on other planes, antisouls take on a warped version of the appearance of the person who was supposed to be brought back to life. Their features twist and elongate, and their eyes become completely black. Negative energy ripples around the antisoul and plays across its body like constantly discharging electricity.</p>
<h3>Ecology and Society</h3>
<p>Antisouls are alien entities whose usual existence is almost akin to a perpetual hibernation. They are sometimes reached by magic users using divination magic to contact the negative energy plane, but otherwise they have little to no contact with others. When they do use a rejected life-restoring spell as a pathway to other planes, they have little purpose other than to destroy as much life as possible. Luckily for those who are around when they arrive, the rare rampages of antisouls are most often begun in the presence of powerful clerics who are often the people best equipped to end them.</p>
<h3>Tactics</h3>
<p>As “living” negative energy, antisouls are forces of entropy, and they try to bring as much death to the world as possible. It should be noted, though, that they are not mindless. Antisouls can use their lifesense and deathwatch abilities to choose targets closest to death to eliminate as many lives as possible with their death amplification ability. Regardless of relative hit point totals, though, antisouls try to eliminate any obvious divine casters as quickly as possible.</p>
<p><em><a href="http://www.koboldquarterly.com/k/open-game-license-ver-10a-for-kobold-quarterly-web-site">(This post is Product Identity.)</a><br />
</em></p>
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		<title>Kobold Quarterly #18 Now Available</title>
		<link>http://www.koboldpress.com/k/front-page10030.php</link>
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		<pubDate>Mon, 18 Jul 2011 14:00:56 +0000</pubDate>
		<dc:creator>Kobold Press</dc:creator>
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		<description><![CDATA[Kobold Quarterly issue #18, our big pre-Gen Con Summer issue, is out! It’s like a kobold beach party ice chest, but instead of being packed with gnome jerky, KQ #18 has savants, cavaliers, beast masters, and dragon hunters for Pathfinder RPG; Divine Gifts for the AGE System by Green Ronin designer Steve Kenson; a minotaur&#8230; <p><a href="http://www.koboldpress.com/k/front-page10030.php">Continue reading &#187;</a></p>]]></description>
				<content:encoded><![CDATA[<p><a href="http://www.koboldquarterly.com/kqstore/index.php?main_page=product_info&#038;cPath=1&#038;products_id=136"><img src="http://www.koboldquarterly.com/k/wp-content/uploads/2011/07/Cover-KQ18-Small-224x300.png" alt="Kobold Quarterly #18 Cover (c) Open Design LLC" title="Cover KQ18 Small" width="224" height="300" align="right" hspace=10 vspace=10 /></a><a href="http://www.koboldquarterly.com/kqstore/index.php?main_page=product_info&#038;cPath=1&#038;products_id=136">Kobold Quarterly issue #18</a>, our big pre-Gen Con Summer issue, is out! It’s like a kobold beach party ice chest, but instead of being packed with gnome jerky, KQ #18 has s<strong>avants, cavaliers, beast masters,</strong> and <strong>dragon hunters</strong> for <strong>Pathfinder</strong> RPG; <strong>Divine Gifts</strong> for the<strong> AGE System</strong> by Green Ronin designer Steve Kenson; a <strong>minotaur ecology</strong> for 4th Edition <strong>D&#038;D</strong>; and <strong>three new adventures</strong>!</p>
<p>Characters powered with divine magic are common in fantasy RPGs. Rather than treat them as a divine magic-using class, Steve Kenson introduces the Divine Gift talent for the AGE System. Characters with a Divine Gift can belong to any class, and their gifts are defined by areas of divine influence such as Law, Chaos, Protection, Nature and Fate. Yes, you can finally play an official cleric in the AGE gamers!</p>
<p>Tim and Eileen Connors bring us “The Exorcist” for <strong>Pathfinder </strong>RPG, where a desperate plan to raise legendary heroes from the dead doesn’t go quite right. “Silus and the Red Dogs” is a modern update of the choose-your-own adventure books, with a fun solo adventure for a halfling thief suitable and simple rules. Finally, the excellent “Who Watches the Watch Fires?” is a 4th Edition <strong>D&#038;D</strong> race against time to alert a sleeping city that reavers are on the way!</p>
<p><strong>Kobold Quarterly</strong> #18 is available now in <a href="http://www.koboldquarterly.com/kqstore/index.php?main_page=product_info&#038;cPath=1&#038;products_id=136">print</a> and <a href="http://www.koboldquarterly.com/kqstore/index.php?main_page=product_info&#038;cPath=1&#038;products_id=135">PDF</a>. More features, columns, and articles after the jump:<span id="more-10030"></span></p>
<ul>
<li>New and variant characters: <strong>savants, cavaliers, dragon hunters</strong> and <strong>beast masters</strong> for Pathfinder RPG by Ryan Costello, Jr., Mike Welham, Adam Daigle, Marc Radle and Adam W. Roy </p>
<li>	<strong>Ecology of the Minotaur</strong> by Tracy Hurley for 4th Edition D&#038;D
<li>	<strong>Siege weaponry</strong>  by Matt James for 4th Edition D&#038;D
<li>	<strong>Synergistic magic</strong> by Phillip Larwood for Pathfinder RPG
<li>	<strong>10 reasons why your characters should be in jail</strong> by Russell Jones
<li>	<strong>Heroic flaws</strong> by Philippe-Antoine Menard
<li>Feats and <strong>auras for dragon lairs</strong> by David Schwartz, for Pathfinder RPG and 4th Edition D&#038;D
<li>Creating <strong>great mysteries in RPGs</strong> by Paul Baalham
<li><strong>Soul brokers</strong> by Anthony W. Eichenlaub for 4th Edition D&#038;D
<li><strong>Monte Cook</strong> on explaining the inexplicable, and
<li><strong>Skip Williams’</strong> regular <strong>Ask the Kobold</strong> column for Pathfinder RPG</li>
</ul>
<p>Pick up the 100-page mega-issue of <a href="http://www.koboldquarterly.com/kqstore/index.php?main_page=product_info&#038;cPath=1&#038;products_id=136">Kobold Quarterly #18 in print</a> or in <a href="http://www.koboldquarterly.com/kqstore/index.php?main_page=product_info&#038;cPath=1&#038;products_id=135">PDF</a>, and we’ll hope to see you at Gen Con in just a few weeks!</p>
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